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Build Log

The biweekly report on what the dev team and the community built together. Every two weeks, one issue. What shipped, what changed under the hood, who shaped it from the field, and what's on the bench next.

Archive
Issue #07
The Calm Before the Storm
A quiet summer stretch of optimization before PvP looting.
A quieter couple of weeks over the summer. No landmark mechanic went live. The work went into performance: taming the corpse piles that lootable death created, with a same-look checkmark, a Level of Detail setting, and optimizations that finally cleared the frame-rate bottleneck. Winter tightened its grip, the developer lost his own loot to an offline lightning strike, and everyone waited for the one thing coming next: PvP looting.
Issue #06
The Art of Dying
Dying now costs you what you carry.
On July 27, lootable death went live. Die of thirst, hunger, lack of air, or lightning, and your body is left on the ground with your belongings inside for anyone to take. Keys can now be worn on a string to survive death, vehicle keys became storage, and combat gained real anatomy: posture, five attack means, and body-part targeting. Shotgun ballistics, the netsuke sanity test, and winter preparation rounded out the period. PvP looting is next.
Issue #05
New Ways to Die
Thirst and lack of air become causes of death.
Water became the clock every session runs on. Characters now die from thirst or lack of air, draining from full to empty in about 30 minutes, though death still means respawning with your items. Players began hunting players, gun condition started affecting every shot, and the groundwork for lootable death went in as the death signal vanished from the radar. Blind man's buff and a russian roulette raffle were played live, and more than 13,000 corpse piles were cleared for the new body mechanics.
Issue #04
The Production Line
Water purification, alchemy, sewers, and honey.
The world gained a working production chain. The dripper filters water, extracts lye, and activates charcoal. Liquid alchemy lets players mix and upgrade qualities. The sewers became a full traversal network crossed with skates, blades, or a breathing tube. Honey extraction, soap from fat and lye, and custom demental sounds landed. Match Lords held its public sale and joined Wolf Pack as the second active clan, expanding the player-driven economy.
Issue #03
Before the Looting
The first doors open. Stashes go in the ground. The forest opens.
Hotel room doors became openable, the first openable doors in the game. Stashes shipped as hidden storage, nine sold by auction and one won in a stash hunt. A section of forest became playable, with resin, hollows, and mushrooms. Keys, hand-drawn maps, and the hypnotizing umbrella landed. And the groundwork went in for partial looting, which is not live yet.
Issue #02
Just Enough Danger
The streets calibrate. Matches enter the game. Lightnings clean the piles.
Parrying went live. Pocketshots in every reincarnation. Dumpsters as cover. Phone booths as hidey-holes. Trenches that trap. Lightnings to thin the piles. Matches looted from demental pockets. Dripper crafting and Light Ball rinds setting up the next phase. By June 4, the streets reached survivable.
Issue #01
Launch and Survival on the Streets
The first two weeks of beta. Phase 2 hits the streets.
Beta 1.0 went live on May 10. Dementals turned aggressive on May 14. Phase 2 systems landed one after another: trenches, butchering, condition and repair, the new crafting model, weapon stats in the UI. Four client releases. The streets started hunting back.

About the Build Log

The Build Log is the official biweekly dev report for My Last Match. Each issue covers two weeks of development: server-side changes, client-side releases, mechanics newly defined, community contributions that shaped what shipped, and what's planned next.

If you're a player and you want to be in a future issue, contribute to #game-suggestions on Discord, help in #mlm-general, or just be visibly present on the streets. We watch.